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* NintendoHard: If you don't know the game well, expect to die quickly. If you do know the game well, also expect to die quickly.
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* CriticalEncumbranceFailure: Subverted. While reaching your maximum weight capacity with [[TheLastStraw only a few grams of nails]] can lower your stamina effectively, the actual weight limit to where you literally break your back is roughly about double that weight.

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* CriticalEncumbranceFailure: Subverted. Averted. While reaching your maximum weight capacity with [[TheLastStraw only a few grams of nails]] can lower your stamina effectively, the actual weight limit to where you literally break your back is roughly about double that weight.
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I have... nothing.


* CriticalEncumbranceFailure: Subverted. While reaching your maximum weight capacity with [[TheLastStraw only a few grams of nails]] can lower your stamina effectively, the actual weight limit to where you literally break your back is twice the maximum weight.

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* CriticalEncumbranceFailure: Subverted. While reaching your maximum weight capacity with [[TheLastStraw only a few grams of nails]] can lower your stamina effectively, the actual weight limit to where you literally break your back is twice the maximum roughly about double that weight.
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* CriticalEncumbranceFailure: Subverted. While reaching your maximum weight capacity with [[TheLastStraw only a few grams of nails]] can lower your stamina effectively, the actual weight limit to where you literally break your back is twice the maximum weight.
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* WithThisHerring: Averted. Even though you started with no items as you spawn, you spawn in a random home location with local items just so happened to be available for you to survive. [[RandomNumberGod Just praise to the gods that you'll get a backpack to have all stuff you need]].
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** You might also wound up to [[PreviousPlayerCharacterCameo meet your dead characters]] eating your own flesh, if said world is not deleted.

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Indeed I did.


* FailureIsTheOnlyOption: You ''will'' die, despite your best efforts.

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* FailureIsTheOnlyOption: You Like [[VideoGame/DwarfFortress Dwarf Fortress]] and many other survival games, [[ZombieApocalypse you already lost the game by the time you played it]] and you ''will'' die, despite your best efforts.



* HyperactiveMetabolism: Averted. Eating will increase healing rate, but will not give you instant health.

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* HyperactiveMetabolism: Averted. Eating will increase healing rate, but will not give you instant health. It does increase a point of your strength instantly, but temporarily if fed enough.



* SchmuckBait: TheMall. The likely place where the first (numerous) survivors of the Zombie Apocalypse would ever go and so did the likely disease of said apocalypse along with it. Despite of this, it has abundant valuable resources to survive and are still intact even up to the game's timeline. Good luck getting there though.



* SchmuckBait: TheMall. The likely place where the first (numerous) survivors of the Zombie Apocalypse would ever go and so did the likely disease of said apocalypse along with it. Despite of this, it has abundant valuable resources to survive and are still intact even up to the game's timeline. Good luck getting there though.


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** Sprinting. A great way to avoid an amassed group of zombies but will also attract a lot more attention if one happens to literally run into other unexpected hordes. Skilled players usually do this to redirect the hordes away from their camps.

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Welp, I made some mistakes, did I?


** While the latter reduces the number of supplies by roughly half, and has you spawn in a less valuable home as possible.

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** While the latter reduces the number of supplies by roughly half, and has you spawn in a less valuable home as possible.half.


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* SchmuckBait: TheMall. The likely place where the first (numerous) survivors of the Zombie Apocalypse would ever go and so did the likely disease of said apocalypse along with it. Despite of this, it has abundant valuable resources to survive and are still intact even up to the game's timeline. Good luck getting there though.
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I\'ll have an \"Uh...\" please.

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* BornLucky / BornUnlucky: Your character can have either traits to supplement your playstyle.
** The former will increase the likelihood of necessary items appearing all throughout town and [[spoiler: occasionally have military units/scavengers patrol the streets, killing zombies for you, in your sleep.]]
** While the latter reduces the number of supplies by roughly half, and has you spawn in a less valuable home as possible.
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* HeroicRROD: Overexertion can be your undoing if done recklessly, to the point where [[DeathByIrony you can kill yourself by just surviving the wasteland alone]].


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** Oh. And there is also no absolute cure for it, too.


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* TrainingFromHell: You'll likely to take this one yourself in a town you live in, as skills provided by jobs from the beginning in comparison are relatively low. By endgame, you can pretty much survive a lot longer than others... [[DepartmentOfRedundancyDepartment if you survive]].
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Don\'t mind me, I\'m just binge-gaming here. :3

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* BrainBleach: Can be taken up to literally levels if used as [[spoiler: a suicide option either [[OhCrap you realized you got infected or has reached into something that is too hard to handle]].]]

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* SanitySlippage: Planned to be implemented in future releases; there is an extremely basic version present now, but it has no noticeable in-game effects beyond making the player character much more susceptible to panic.

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* SanitySlippage: Planned to be implemented in future releases; there So far, the worst you can get with your sanity, is an extremely basic version present now, panicked. It startles your character, upon seeing zombies, but it has no noticeable in-game effects beyond making the player character much more susceptible to panic. later versions promise



** Check out the player who [[http://i.imgur.com/lulPY.png lasted over a year]]

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** Check out the player who [[http://i.imgur.com/lulPY.png lasted over a year]]year]].


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** Varying on your choice to edit the world prior to launch, you can choose how bad infections are: They can be instant, take hours, days or weeks. Or if you really just want to increase your survival chances, disable infections altogether. Doesn't stop you from getting colds, though.
** Getting a cold while being a hypochondriac will net you fake moodles about being infected.
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* CrapsackWorld: And not just for your character. The game is hopeless by design: "These are the end-times. There was no hope of survival. This is how you died." At least you can't say you weren't warned.

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* CrapsackWorld: And not just for your character. The game is hopeless unwinnable by design: "These are the end-times. There was no hope of survival. This is how you died." At least you can't say you weren't warned.
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* CrapsackWorld: "These are the end-times. There was no hope of survival. This is how you died." You can't say you weren't warned.

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* CrapsackWorld: And not just for your character. The game is hopeless by design: "These are the end-times. There was no hope of survival. This is how you died." You At least you can't say you weren't warned.
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* CrapsackWorld: "These are the end-times. There was no hope of survival. This is how you died." You can't say you weren't warned.
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Notable for [[http://projectzomboid.com/blog/index.php/2011/10/project-zomboid-burglary-statement/ having]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-google-checkout-screwed-project-zomboid/ extremely]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-destiny-and-webhosting-screwed-project-zomboid/ bad]] [[http://projectzomboid.com/blog/index.php/2011/05/things-can-only-get-better-surely/ luck]], but still managing to get the pre-public demo out on schedule, give or take a few months. You can play the (now quite outdated) demo [[http://projectzomboid.com/blog/index.php/2011/06/free-public-demo-released/ here]]. The game also managed to get Greenlight'd on Steam, allowing it to be purchasable as an Early Access game. Updates and bug-fixes are still on-going, of course.

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Notable for [[http://projectzomboid.com/blog/index.php/2011/10/project-zomboid-burglary-statement/ having]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-google-checkout-screwed-project-zomboid/ extremely]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-destiny-and-webhosting-screwed-project-zomboid/ bad]] [[http://projectzomboid.com/blog/index.php/2011/05/things-can-only-get-better-surely/ luck]], but still managing to get the pre-public demo out on schedule, give or take a few months. You can play the (now quite outdated) demo [[http://projectzomboid.com/blog/index.php/2011/06/free-public-demo-released/ here]]. The game also managed to get Greenlight'd enough votes in the Greenlight system on Steam, allowing it to be purchasable as an Early Access game. Updates and bug-fixes are still on-going, of course.
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''Project Zomboid'' is an isometric zombie survival {{RPG}} created by a four person team from Britain. It takes inspiration from games like ''SurvivalCrisisZ'' and ''VideoGame/{{X-COM}}''. The game is set in a fictionalised version of Muldraugh, Kentucky; a small town by the side of a highway which includes a number of businesses, a large logging camp, some light industry, and various classes of housing. The developers are releasing periodic updates, ''VideoGame/{{Minecraft}}'' style, with each update adding a feature or two to the game. Features to be added include randomly generated quests and [=NPCs=], expansion of the perks and skills system, more weapons, more craftable items, and more survival needs like sanity and hygiene.

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''Project Zomboid'' is an isometric zombie survival {{RPG}} created by a four person team from Britain. It takes inspiration from games like ''SurvivalCrisisZ'' ''VideoGame/SurvivalCrisisZ'' and ''VideoGame/{{X-COM}}''. The game is set in a fictionalised version of Muldraugh, Kentucky; a small town by the side of a highway which includes a number of businesses, a large logging camp, some light industry, and various classes of housing. The developers are releasing periodic updates, ''VideoGame/{{Minecraft}}'' style, with each update adding a feature or two to the game. Features to be added include randomly generated quests and [=NPCs=], expansion of the perks and skills system, more weapons, more craftable items, and more survival needs like sanity and hygiene.



* DarkerAndEdgier: The final game, as currently advertised, looks as though it will essentially be a grittier, more realistic SurvivalCrisisZ.

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* DarkerAndEdgier: The final game, as currently advertised, looks as though it will essentially be a grittier, more realistic SurvivalCrisisZ.VideoGame/SurvivalCrisisZ.
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Notable for [[http://projectzomboid.com/blog/index.php/2011/10/project-zomboid-burglary-statement/ having]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-google-checkout-screwed-project-zomboid/ extremely]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-destiny-and-webhosting-screwed-project-zomboid/ bad]] [[http://projectzomboid.com/blog/index.php/2011/05/things-can-only-get-better-surely/ luck]], but still managing to get the pre-public demo out on schedule, give or take a few months. You can play the (now quite outdated) demo [[http://projectzomboid.com/blog/index.php/2011/06/free-public-demo-released/ here]].

to:

Notable for [[http://projectzomboid.com/blog/index.php/2011/10/project-zomboid-burglary-statement/ having]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-google-checkout-screwed-project-zomboid/ extremely]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-destiny-and-webhosting-screwed-project-zomboid/ bad]] [[http://projectzomboid.com/blog/index.php/2011/05/things-can-only-get-better-surely/ luck]], but still managing to get the pre-public demo out on schedule, give or take a few months. You can play the (now quite outdated) demo [[http://projectzomboid.com/blog/index.php/2011/06/free-public-demo-released/ here]].
here]]. The game also managed to get Greenlight'd on Steam, allowing it to be purchasable as an Early Access game. Updates and bug-fixes are still on-going, of course.
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  • do, not due.


** The game's wiki notes that many first-time players due this [[http://www.pzwiki.net/wiki/Pillow accidentally]].

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** The game's wiki notes that many first-time players due do this [[http://www.pzwiki.net/wiki/Pillow accidentally]].
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** Trying to get in and the door is locked? [[DynamicEntry Just smash a window!]] Oh, you did that [[SoftGlass with your bare hands?]] [[RealityEnsues Hope you have some bandages]]. And you just [[FromBadtoWorse set off a burglar alarm too?]] Here comes a [[OhCrap zombie horde]] shambling over to check out the racket. Hope you aren't tired or overloaded.

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** Trying to get in and the door is locked? [[DynamicEntry Just smash a window!]] Oh, you did that [[SoftGlass with your bare hands?]] [[RealityEnsues Hope you have some bandages]]. bandages!]] And you just [[FromBadtoWorse set off a burglar alarm too?]] Here comes a [[OhCrap zombie horde]] shambling over to check out the racket. Hope you aren't tired or overloaded.Start running.
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** Trying to get in and the door is locked? [[DynamicEntry Just smash a window!]] Oh, you did that [[SoftGlass with your bare hands?]] [[RealityEnsues Hope you have some bandages handy]]. And you just [[FromBadtoWorse set off a burglar alarm too?]] Here comes a [[OhCrap zombie horde]] shambling over to check out the racket. Hope you aren't tired or overloaded.

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** Trying to get in and the door is locked? [[DynamicEntry Just smash a window!]] Oh, you did that [[SoftGlass with your bare hands?]] [[RealityEnsues Hope you have some bandages handy]].bandages]]. And you just [[FromBadtoWorse set off a burglar alarm too?]] Here comes a [[OhCrap zombie horde]] shambling over to check out the racket. Hope you aren't tired or overloaded.
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* InventoryManagementPuzzle: A very real element of surviving. You desperately need ''everything''.
** You can also only add/remove items from containers like plastic bags or backpacks if they're equipped, and you have three 'equip' slots total including the 'wear on your back' option for certain ones.


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** The game's wiki notes that many first-time players due this [[http://www.pzwiki.net/wiki/Pillow accidentally]].


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* ScavengerWorld: As would presumably follow a zombie apocalypse.
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** Trying to get in and the door is locked? [[DynamicEntry Just smash a window!]] Oh, you did that [[SoftGlass with your bare hands?]] [[RealityEnsues Hope you have some bandages handy]]. And you just [[FromBadtoWorse set off a burglar alarm too?]] Here comes a [[OhCrap zombie horde]] shambling over to check out the racket. Hope you aren't tired or overloaded.
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* ActionSurvivor: All player characters start out unskilled and unequipped, with nothing more advantages than some basic professional training.

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* ActionSurvivor: All player characters start out unskilled and unequipped, with nothing no more advantages than some basic professional training.

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''Project Zomboid'' is an isometric zombie survival {{RPG}} created by a four person team from Britain. It takes inspiration from games like ''SurvivalCrisisZ'' and ''VideoGame/{{X-COM}}''. Currently the map features a suburban area, diner, a housing development, shopping district, and other buildings you would expect to find in a small town. The developers are planning on releasing periodic updates ''VideoGame/{{Minecraft}}'' style, with each update adding a feature or two to the game. Features to be added include randomly generated quests and [=NPCs=], perks and skills system, more weapons, more craftable items, and more survival needs like thirst, sanity, and hygiene.

Notable for [[http://projectzomboid.com/blog/index.php/2011/10/project-zomboid-burglary-statement/ having]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-google-checkout-screwed-project-zomboid/ extremely]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-destiny-and-webhosting-screwed-project-zomboid/ bad]] [[http://projectzomboid.com/blog/index.php/2011/05/things-can-only-get-better-surely/ luck]], but still managing to get the pre-public demo out on schedule, give or take a few months. You can play the demo [[http://projectzomboid.com/blog/index.php/2011/06/free-public-demo-released/ here]].

to:

''Project Zomboid'' is an isometric zombie survival {{RPG}} created by a four person team from Britain. It takes inspiration from games like ''SurvivalCrisisZ'' and ''VideoGame/{{X-COM}}''. Currently the map features a suburban area, diner, a housing development, shopping district, and other buildings you would expect to find The game is set in a fictionalised version of Muldraugh, Kentucky; a small town. town by the side of a highway which includes a number of businesses, a large logging camp, some light industry, and various classes of housing. The developers are planning on releasing periodic updates updates, ''VideoGame/{{Minecraft}}'' style, with each update adding a feature or two to the game. Features to be added include randomly generated quests and [=NPCs=], expansion of the perks and skills system, more weapons, more craftable items, and more survival needs like thirst, sanity, sanity and hygiene.

Notable for [[http://projectzomboid.com/blog/index.php/2011/10/project-zomboid-burglary-statement/ having]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-google-checkout-screwed-project-zomboid/ extremely]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-destiny-and-webhosting-screwed-project-zomboid/ bad]] [[http://projectzomboid.com/blog/index.php/2011/05/things-can-only-get-better-surely/ luck]], but still managing to get the pre-public demo out on schedule, give or take a few months. You can play the (now quite outdated) demo [[http://projectzomboid.com/blog/index.php/2011/06/free-public-demo-released/ here]].



* ActionSurvivor

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* ActionSurvivorActionSurvivor: All player characters start out unskilled and unequipped, with nothing more advantages than some basic professional training.



* BigNo: The player character gets one when [[spoiler:the raider shoots your wife.]]

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* BigNo: The player demo character gets one when if [[spoiler:the raider shoots your his wife.]]



* ContinuingIsPainful: If your character dies, you can begin another on the same map - without any skills or inventory, at a random point on the map.



* DisposableWoman: Subverted in that [[spoiler:it's entirely possible for her to survive (and, in fact, be perfectly fine aside from the leg injury), depending on the player's actions. If she does die, however, your character pretty much immediately forgets about her.]]
* DeathIsASlapOnTheWrist: Averted. Once you die, your game resets.
* TheDevTeamThinksOfEverything: It's impossible to take damage from the zombie in the "Fast Food" quest, he just stands there and waits for you to kill him. This is so you can learn the melee system.
** Leaving the oven on while you run off to listen to the radio will result in your house burning down.
** If you get spotted by a bunch of zombies and run inside the zombies will start banging on your door,the bangs and the door breaking gradually down actually makes Baldspot get scared and eventually panic.

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* DisposableWoman: Subverted in that [[spoiler:it's entirely possible for her to Kate Smith, the demo character's wife, [[spoiler:can survive the tutorial (and, in fact, be perfectly fine aside from the leg injury), depending on the player's actions. If she does die, however, your character pretty much immediately forgets about her.actions... but plays no further role in the story either way.]]
* DeathIsASlapOnTheWrist: Averted. Once you die, your game resets.
* TheDevTeamThinksOfEverything: It's impossible to take damage from In the zombie in the "Fast Food" quest, he just stands there and waits for you to kill him. This is so you can learn the melee system.
** Leaving
tutorial, leaving the oven on while you run off to listen to the radio will result in your house burning down.
** If you get spotted by a bunch of zombies and run inside the zombies will start banging on your door,the bangs and the door breaking gradually down actually makes Baldspot get scared and eventually panic.
down.



* DoNotRunWithAGun: Applies to the player, you can't fire your shotgun or swing your bat while moving.

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* DoNotRunWithAGun: Applies to the player, you can't fire your shotgun or swing your bat Some lighter weapons can be used while moving.moving, but heavy ones will immobilise the player character.



* DownerEnding: There’s no chance of rescue or a game win screen, you will die eventually.

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* DownerEnding: There’s no chance of rescue or a game win screen, screen; you will die eventually.



* FanNickname: Baldspot for the player character.

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* FanNickname: Baldspot for the tutorial player character.



* PressXToDie: Flashlights are in-game, usable, and fairly common. Note that just because you ''can'' use them does not mean they're a good idea - they have all the zombie-attracting power of a shotgun with none of the usefulness, and turning one on at night for even a second will attract every zombie in the city to your position.



* SaveScumming: The game autosaves every time you sleep or close the game, so this is extremely difficult to do, although still hypothetically possible if you manually back up your savegame files, or forcibly close the game.

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* SaveScumming: The game autosaves every time you sleep or close the game, so this is extremely difficult to do, although still hypothetically possible (though prone to causing bugs) if you manually back up your savegame files, or forcibly close the game.
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** Take too many pills and it could kill you.
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* ZombieApocalypse: Using pure [[ZombieSurvivalGuide Max Brooks]] rules - no fast infected, no special infected, no zombified animals, only headshots kill, and no immunity - a single bite ''will'' infect you, no exceptions, with the only currently confirmed cure for a zombie bite being immediate amputation of the affected limb.

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* ZombieApocalypse: Using pure [[ZombieSurvivalGuide [[Literature/TheZombieSurvivalGuide Max Brooks]] rules - no fast infected, no special infected, no zombified animals, only headshots kill, and no immunity - a single bite ''will'' infect you, no exceptions, with the only currently confirmed cure for a zombie bite being immediate amputation of the affected limb.

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* SanitySlippage: Planned to be implemented in future releases; there is an extremely basic version present now, but it has no noticeable in-game effects beyond making the player character much more susceptible to panic.
* SaveScumming: The game autosaves every time you sleep or close the game, so this is extremely difficult to do, although still hypothetically possible if you manually back up your savegame files.

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* SanitySlippage: Planned to be implemented in future releases; there is an extremely basic version present now, but it has no noticeable in-game effects beyond making the player character much more susceptible to panic.
panic.
** In earlier versions, the player will see ghostly versions of zombies everywhere, even more so as the insanity gets worse.
* SaveScumming: The game autosaves every time you sleep or close the game, so this is extremely difficult to do, although still hypothetically possible if you manually back up your savegame files.files, or forcibly close the game.

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It Got Worse cleanup/rename to From Bad To Worse as per this thread. Zero Context Examples, misuse and sinkholes willl be exterminated.


* FromBadToWorse: Paypal decides to limit their account. Then Google Checkout decides to mess with them. Then a there was a car bombing near their flat. Then two of the devs were robbed.



* ItGotWorse: Paypal decides to limit their account. Then Google Checkout decides to mess with them. Then a there was a car bombing near their flat. Then two of the devs were robbed.
** Can occur in-game very quickly.
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-> ''[[EndOfTheWorldAsWeKnowIt These are the end-times.]]''
-> ''[[FailureIsTheOnlyOption There was no hope of survival.]]''
-> ''[[ForegoneConclusion This is how you died.]]''

''Project Zomboid'' is an isometric zombie survival {{RPG}} created by a four person team from Britain. It takes inspiration from games like ''SurvivalCrisisZ'' and ''VideoGame/{{X-COM}}''. Currently the map features a suburban area, diner, a housing development, shopping district, and other buildings you would expect to find in a small town. The developers are planning on releasing periodic updates ''VideoGame/{{Minecraft}}'' style, with each update adding a feature or two to the game. Features to be added include randomly generated quests and [=NPCs=], perks and skills system, more weapons, more craftable items, and more survival needs like thirst, sanity, and hygiene.

Notable for [[http://projectzomboid.com/blog/index.php/2011/10/project-zomboid-burglary-statement/ having]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-google-checkout-screwed-project-zomboid/ extremely]] [[http://projectzomboid.com/blog/index.php/2011/04/warning-how-destiny-and-webhosting-screwed-project-zomboid/ bad]] [[http://projectzomboid.com/blog/index.php/2011/05/things-can-only-get-better-surely/ luck]], but still managing to get the pre-public demo out on schedule, give or take a few months. You can play the demo [[http://projectzomboid.com/blog/index.php/2011/06/free-public-demo-released/ here]].

----
!!This game contains examples of:

* TheAlcoholic: The character can get drunk in order to reduce panic. If you get drunk enough, your character will randomly stumble around.
* ActionSurvivor
* AwesomeButImpractical: Combat, full stop. While a competent player will have no trouble with a half-dozen or so zombies, any more than that and the best option is usually to just run, no matter how well equipped you are. Melee combat is silent but ''extremely'' dangerous (a single bite or scratch could result in you eventually zombifying), the shotgun is devastating and safe to use but it attracts zombies from all over the map to your position, and Molotov cocktails attract zombies ''and'' run the risk of burning down your safehouse, as well as potentially killing you.
* BigNo: The player character gets one when [[spoiler:the raider shoots your wife.]]
* BoozeBasedBuff: Alcohol can substitute for painkillers, anti-depressants, sleeping pills, and beta-blockers. However, drinking too much will make the player drunk, and mess up coordination.
* BoringButPractical: The Park Ranger profession. While it doesn't help with combat or barricading, given how much it rains in Knox County, the weather resistance is actually pretty handy.
* CrazySurvivalist: The raiders. You can be this as well.
* DarkerAndEdgier: The final game, as currently advertised, looks as though it will essentially be a grittier, more realistic SurvivalCrisisZ.
* DisposableWoman: Subverted in that [[spoiler:it's entirely possible for her to survive (and, in fact, be perfectly fine aside from the leg injury), depending on the player's actions. If she does die, however, your character pretty much immediately forgets about her.]]
* DeathIsASlapOnTheWrist: Averted. Once you die, your game resets.
* TheDevTeamThinksOfEverything: It's impossible to take damage from the zombie in the "Fast Food" quest, he just stands there and waits for you to kill him. This is so you can learn the melee system.
** Leaving the oven on while you run off to listen to the radio will result in your house burning down.
** If you get spotted by a bunch of zombies and run inside the zombies will start banging on your door,the bangs and the door breaking gradually down actually makes Baldspot get scared and eventually panic.
** Merely nailing boards over a window does not block all visibility through it, you need to cover up the gaps with either a curtain or a sheet.
** Water can be drawn from anything with a tap (kitchen sink, bathtub, etc.) and can be stored in any empty container, be it a plastic bottle or a cooking pot.
* DoNotRunWithAGun: Applies to the player, you can't fire your shotgun or swing your bat while moving.
* DownerBeginning: You start off the tutorial with your things stolen, no food, a wife with a broken leg, and zombies everywhere.
* DownerEnding: There’s no chance of rescue or a game win screen, you will die eventually.
* DyingMomentOfAwesome: The game is littered with these. Knowing that you're infected and running out onto the street to die in a blaze of glory are fun parts of the game.
* EndlessGame: Well, endless in that the game doesn't end until you die.
* EverythingFades: Completely averted. In later versions bodies will remain on the map until they gradually decay (leaving skeletons behind which will never disappear unless taken) and rain will eventually be able to wash away any outdoor bloodstains, but in the current version, every single corpse, bit of gore, and blood spatter will remain on the map ''permanently'', providing a rather satisfying visual record of the player's exploits.
* FailureIsTheOnlyOption: You ''will'' die, despite your best efforts.
* FanNickname: Baldspot for the player character.
* GatelessGhetto: Justified in that the town is under quarantine. As the game goes on, the infection will spread, the quarantine lines will either expand outward or be overrun, and more areas of the map will thus become open for player exploration.
* GhostTown: Eventually. At the start of the outbreak the town is fairly heavily populated with [=NPCs=], but the vast majority of them die in the first few days and the rest will hole up and hide, leaving the streets deathly quiet.
* HealThyself: Although there is no instant health, you can still treat injuries by bandaging them and getting plenty of food and rest while waiting for them to heal naturally, using pills to treat any pain.
* HideYourChildren: Although the developers are still actively debating amongst themselves and the community as to whether or not children will appear in the game, the 'no' side of the argument is currently winning.
* HyperactiveMetabolism: Averted. Eating will increase healing rate, but will not give you instant health.
* ImprovisedWeapon: Baseball bats, a hammer, and boards of wood can be used as weapons. Get some nails, and you can have yourself a spiked bat. Get an empty bottle, a rag, a torn sheet, or a sock, along with some gasoline, and you have a molotov cocktail.
* InUniverseGameClock: Six hours of real world time equals about a month in game time.
* IsometricProjection
* ItemCrafting: Used to make several items in the game, as well as upgrading existing ones.
* ItGotWorse: Paypal decides to limit their account. Then Google Checkout decides to mess with them. Then a there was a car bombing near their flat. Then two of the devs were robbed.
** Can occur in-game very quickly.
* KillItWithFire: How? Why, with Molotovs of course!
* MercyKill: How do you skip the tutorial? [[spoiler:Smothering your wife with a pillow.]] YouBastard.
* MolotovCocktail: One of the weapons in the game.
* PressXToDie: Flashlights are in-game, usable, and fairly common. Note that just because you ''can'' use them does not mean they're a good idea - they have all the zombie-attracting power of a shotgun with none of the usefulness, and turning one on at night for even a second will attract every zombie in the city to your position.
* RealityEnsues: You know how most ZombieApocalypse games have you conveniently immune to the virus? Yeah, that's not the case here. Infection is an actual game mechanic.
* RunDontWalk: Inverted. The character used to be only able to walk, until the developers realized the game wouldn’t be so dark running around like Benny Hill.
* ScheduleSlip: The general rule of thumb is that an update will ''never'' be released on the day it's scheduled to be released on, and might take anywhere from weeks to months more than originally intended.
* SanitySlippage: Planned to be implemented in future releases; there is an extremely basic version present now, but it has no noticeable in-game effects beyond making the player character much more susceptible to panic.
* SaveScumming: The game autosaves every time you sleep or close the game, so this is extremely difficult to do, although still hypothetically possible if you manually back up your savegame files.
* SerialEscalation: Surviving a single day in this game is relatively easy. Surviving a week is challenging but doable. Surviving a month is hard. The longest verified time that a player has survived in the current version? ''Over eleven months''. Worth noting that the eventual cause of his demise was not the zombies, but rather the fact that there was no more food left on the map and farming and hunting haven't been implemented yet.
** Check out the player who [[http://i.imgur.com/lulPY.png lasted over a year]]
* ShortRangeShotgun: The shotgun is really only useful up to a few feet.
* SpreadShot: The shotgun is basically a wedge of death.
** Currently, the shotgun is only a Wedge Of Death because there's no code for 'slight damage' on zombies with ranged weapon.
* SprintMeter: If you run around a lot, you will get a exhausted moodlet that will prevent you from running, and will make your melee attacks weaker. If you do so while heavily encumbered with loot you can actually [[TheDevTeamThinksOfEverything injure your back]].
* TooAwesomeToUse: In some ways, the shotgun. Its noise will attract zombies from all about, making it more useful when there already is a zombie horde, not to mention ammo is somewhat rare.
* WizardNeedsFoodBadly: As the game goes on, you will need to look for food to eat. Start going hungry, and your strength goes down, and your healing time decreases. Starve yourself, and you start losing health, along with a massive decrease in strength.
* ZombieApocalypse: Using pure [[ZombieSurvivalGuide Max Brooks]] rules - no fast infected, no special infected, no zombified animals, only headshots kill, and no immunity - a single bite ''will'' infect you, no exceptions, with the only currently confirmed cure for a zombie bite being immediate amputation of the affected limb.
* ZombieInfectee: Getting bitten will cause this. Getting scratched has less of a chance. Once infected however, it is only a matter of time before you join the zombie ranks.
** Brilliantly, this seems to work even if you get infected and then die from a different cause (certainly not from [[SuspiciouslySpecificDenial accidentally setting yourself on fire with a carelessly-thrown molotov]], that's for sure); watch your character collapse...and then get back up, with the permanent "Zombiefied" moodlet.
* ZombieGait
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